package darkknight.jewelrycraft.api; import java.util.ArrayList; import java.util.Random; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.world.World; import net.minecraftforge.client.event.RenderHandEvent; import net.minecraftforge.client.event.RenderPlayerEvent; import net.minecraftforge.event.entity.living.LivingAttackEvent; import net.minecraftforge.event.world.BlockEvent; public abstract class Curse { protected int textureID, ticksActive; protected String name, description, texturePackName; protected Random rand = new Random(); private static ArrayList curses = new ArrayList(); public static ArrayList availableCurses = new ArrayList(); /** * @param name The name of the curse * @param txtID The texture ID of it * @param texturepack The texturepack location */ protected Curse(String name, int txtID, String texturepack) { this.name = name; this.texturePackName = texturepack; this.textureID = txtID; this.ticksActive = 0; curses.add(this); availableCurses.add(this); } /** * @return The name of the curse */ public String getName() { return name; } public abstract String getDisplayName(); /** * @return The description of the curse */ public String getDescription() { return description; } /** * @param The description of the curse * @return The class */ public Curse setDescription(String desc) { description = desc; return this; } /** * @return the texture pack ID */ public String getTexturePack() { return texturePackName; } /** * @return The texture ID */ public int getTextureID() { return textureID; } /** * This runs every tick * @param world The worldthe player is in * @param player The cursed player */ public void action(World world, EntityPlayer player) { ticksActive++; } public int getTicksActive() { return ticksActive; } public void setTicksActive(int ticksActive) { this.ticksActive = ticksActive; } /** * This runs when the player dies * @param world The world the player is in * @param player The cursed player */ public void playerDeathAction(World world, EntityPlayer player) {} /** * This runs when an entity is killed (whether by a player or other causes) * @param world The world the player is in * @param target The entity that died * @param player The cursed player */ public void entityDeathAction(World world, EntityLivingBase target, EntityPlayer player) {} /** * This runs when the player respawns * @param world The world the player is in * @param player The cursed player */ public void respawnAction(World world, EntityPlayer player) {} /** * This runs when a player gets attacked by anything but another player * @param world The world the player is in * @param player The cursed player */ public void attackedAction(World world, EntityPlayer player) {} /** * This runs when an entity is attacked by a player (this includes other players) * @param world The world the player is in * @param player The player that caused the damage * @param target The entity damaged */ public void attackedByPlayerAction(LivingAttackEvent event, World world, EntityPlayer player, Entity target) {} /** * This runs when an entity is attacked by a player (this includes other players). This can cancel the damaging event. * @param world The world the player is in * @param player The player that caused the damage * @param target The entity damaged */ public boolean attackedByPlayerActionCancelable(LivingAttackEvent event, World world, EntityPlayer player, Entity target) { return false; } /** * This runs when an item is dropped by an entity * @param player The cursed player * @param target The entity that drops the item * @param drops An array list containing the dropped items */ public void entityDropItems(EntityPlayer player, Entity target, ArrayList drops) {} /** * This is for rendering special things on the player in 3rd person (meaning you won't see this render); * This will also render in the inventory. * @param player The cursed player * @param event The event used for this */ @SideOnly(Side.CLIENT) public void playerRender(EntityPlayer player, RenderPlayerEvent.Specials.Post event) {} /** * This is for rendering special things on the player in 1st and 3rd person, but not in the player inventory. * @param player The cursed player * @param event The event used for this */ @SideOnly(Side.CLIENT) public void playerHandRender(EntityPlayer player, RenderHandEvent event) {} /** * This runs when a block drops an item (such as breaking a block and dropping itself, or breaking like a Diamond ore and dropping diamonds) * @param player The cursed player * @param event The BlockEvent that triggers this */ public void onBlockItemsDrop(EntityPlayer player, BlockEvent.HarvestDropsEvent event) {} /** * This runs when a block is destroyed * @param player The cursed player * @param event The BlockEvent that runs this */ public void onBlockDestroyed(EntityPlayer player, BlockEvent.BreakEvent event) {} /** * This determines if the player can toss an item or not (with Q) * @return True if the player can no longer toss items; False if he can. (by default false) */ public boolean itemToss() { return false; } /** * This controls whether a curse can be activated or not (makes it easy to do things like disable certain curses if in hardcore) * @param world The world the player is in * @return True for curses to be used; False otherwise (by default true) */ public boolean canCurseBeActivated(World world) { return true; } /** * This is the list of all curses * @return The list of registered curses */ public static ArrayList getCurseList() { return curses; } /** * This is the weight of the curse when it chooses it. The lower the value, the less it gets chosen; the higher the value, the higher the chance of it getting picked. * @param world The world the player is currently in * @param player The cursed player * @param random A random class * @return The weight of the curse (by default 10) */ public int weight(World world, EntityPlayer player, Random random) { return 10; } }